Reasons: Barbarians are
strong and have a lot of stamina. This means they can hit hard and survive a
long time in a fight, perfect for a Warrior and helpful for a Beastlord. They
are also quite dexterous and agile for a large race which makes them good rogues
and with their strength have the advantage of a strong backstab. With careful
application of bonus points they can also have quite a high wisdom stat which
gives their shamans a generous mana pool, meaning they can cast more spells
before they have to meditate (take a rest for it to regenerate).

Reasons: Dark Elves have high starting figures in the int (intelligence)
stat which increases the size of their mana pool compared to many other races.
It also allows them to gain skills faster and worry less about getting equipment
which boosts their int (intelligence) stat. Dark Elf clerics have the benefit of
reasonably high starting wisdom and good agility.

Reasons: Dwarves are strong,
wise and dexterous and tough, all of which together make them good choices for
any of the classes they have available to them. The Dwarves only statistical
drawbacks are low agility, intelligence and terrible charisma, none of which
make a significant impact on their ability to perform the roles available to
them.

Reasons: Erudites have the
highest intelligence of all the civilised races players can be on Norrath. The
only limitations to their spell casting abilities are their weak statures,
Erudites have fairly poor stats in all the physical areas. This isn't a problem
in later levels when equipment can help to boost their physical statistics, but
it can limit their carrying capacity and melee abilities when they first start
out. Fortunately this is only a very minor issue as a spell caster has little
need to melee, especially with a mana pool the size of an Erudites and by the
time loot is really valuable stat boosting equipment will be in plentiful
supply.

Reasons: Frogloks have excellent agility and dexterity with above average
strength and stamina. They are wise and reasonably intelligent but suffer from a
lack of charisma when dealing with other races. Unlike Halflings Frogloks
haven't yet proved themselves to the other races and their low charisma may
result in higher prices from townspeople and merchants. Frogloks aren't the
toughest of melee fighters but have the agility and dexterity to considerably
boost their combat ability. Frogloks will make a good choice in any class open
to them, with the exception of a Wizard which would find their average
intelligence a minor disadvantage in the lower levels.

Reasons: Gnomes are a little
unremarkable in strength and stamina but they are very intelligent and
dexterous. Their spell casting classes will benefit greatly from their high
intelligence and have a small boost from an above average agility. The other
more physical classes available to a gnome will suffer from their low strength
and stamina but Gnomes can still make good examples when items are used to boost
their weak physical stats.

Reasons: Half Elves are
fortunate to receive the benefits of both their Wood Elf and Human relatives,
they have good agility and dexterity stats with above average strength and
stamina. While their wisdom is not remarkable they are quite capable of
producing able Druids, the only dedicated spell caster available to them. Their
well rounded statistics mean they can make a solid choice in all the physical
classes open to them, but are particularly well suited to the roles of a Bard or
Rogue.

Reasons: Halflings are
naturally agile, dexterous and wise with no significant weaknesses in any other
areas. They are not the most charismatic of creatures with their short stature
and somewhat unique looks, but are well liked among most of the races they
encounter. Despite their small size Halflings are quite strong and sturdy, they
can survive in battle just as long as many of their 'beefier' allies and cause
as much damage to their enemies when equipped with a sharp blade or heavy mace.

Reasons: Unlike many of the
intelligent races High Elves are also considerably wise. Their high average age
and great wealth of experience make them great Clerics and help them to perform
their duties well as the 'elders' of their society. In addition a High Elf
Cleric is a great asset away from home on adventures, giving a reassuring almost
parental presence to keep their companions anxieties and fears at bay. They have
a similar level of ability in all the other magical professions available to
them, with their high charisma making them particularly well suited to an
Enchanters path. The only class High Elves have some initial difficulty with is
the Paladin, the only physically reliant profession they are known to take up.

Reasons: Humans have average
statistics across the board, they neither excel or have significant weaknesses
in any area. Fortunately this doesn't mean they will be only average in all
professions, but gives them the opportunity to develop to a similar level as the
other races with more rounded abilities in other areas. The spell casting
classes more commonly see those with exceptional intelligence or wisdom join
their ranks, meaning Humans won't find themselves able to take easily to any of
those professions. The physical classes benefit from Humans well rounded
statistics with Humans often advancing at quite a fast pace after their first
few levels.

Reasons: Iksar have excellent
agility, high dexterity and reasonable strength and stamina. They have above
average wisdom and intelligence and only their charisma is anything approaching
a weak statistic. Being reptilian Iksar also have the advantage of hard scales
that act as a natural armour and the ability to regenerate their health at a
greater than average rate. All these advantages make them good choices for any
class available to them, the only statistical weakness being their unexceptional
intelligence and wisdom when they become a Necromancer or Shaman. They have an
additional (usually) non physical disadvantage in their relationship with other
races, being indifferent at best and killed on sight at worst but their homeland
on Kunark is more than adequate for all but the highest levels of advancement.

Reasons: Ogres are the
strongest (playable) race on Norrath. Without exception there are no other races
that can dish out or take as much damage as an Ogre can. This makes them
powerful melee fighters and with their immunity to being stunned from the front
practically unrivalled in physical combat. Ogres are one of the best choices for
any of the physical classes they can become, especially those that don't have
any use for magic such as a Berserker or Warrior. Their intelligence and wisdom
makes them less attractive choices for a Beastlord, Shaman and Shadow Knight but
their physical advantages easily outweigh their mental ones. The only real
problems an Ogre will encounter are a result of their cumbersome size and the
reactions of other races to their presence.

Reasons: Trolls are one of
the tougher races of Norrath, their strength and stature exceeded only be the
Ogres. They have a higher dexterity and agility than their brutish cousins but
are a little stupider and less wise. Trolls also benefit from an enhanced
regenerative ability, giving them a fast recovery time after a difficult battle.
They are excellent in any physically orientated profession and make a remarkably
well disciplined and skilled Warrior. Despite their lack of wisdom Trolls do
become Shamans but suffer from their lack of natural magical ability, a Troll is
best suited to the path of a Beastlord, Berserker, Shadow Knight or Warrior and
will advance easiest in those professions.

Reasons: The Vah Shir are
another physically strong race, with great agility and a beasts strength. They
have reasonable stamina and average dexterity with high wisdom and charisma for
a mainly physical race. Vah Shir are not remarkably intelligent and have no
classes to choose from which rely heavily on that stat, only a Vah Shir
Beastlord or Shaman will be frequently casting spells and this will be from a
mana pool relying on wisdom not intelligence to increase. A Vah Shir makes an
acceptable choice in any profession they offer training in, though other races
may be stronger statistically than this feline race. Like a Human the Vah Shir
have no real weaknesses but also have no remarkable strengths or abilities.

Reasons: Wood Elves are
somewhat typical of Elves when it comes to their physical and mental abilities.
They are very agile and quite dexterous with reasonable intelligence and high
wisdom. The only weak statistics they suffer from are low strength and somewhat
average stamina. A Wood Elf is not a great choice for any class but is not a bad
one for any either. They are best as a Druid or Ranger as those classes will
make use of their agility and wisdom but there are also many famous and talented
Wood Elf Bards. Its very possible for a Wood Elf to make a good Rogue or Warrior
but their lack of strength will be a barrier to their progression to higher
levels. A Wood Elf who chooses a physical profession will usually invest in
strength boosting items and a new recruit will be likely to find the benefits in
following this example.